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Jeff H1

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Everything posted by Jeff H1

  1. Jeff H1

    Turbulence FD?

    you would cache out VDB files which then could be loaded into some renderers within C4D. Octane, Redshift, Vray and Arnold to name a few. here's an example of the workflow:
  2. ouch.. $100 for a plugin which should have been part of how Scene Nodes worked inherently. times like this makes Blender look appealing.
  3. I'd recommend having your own assets folder which is backed up often as you continue to add to it. I'd also recommend backing up your prefs folders as some of these apps can break your preferences for no reason. By having a back up, you can restore you prefs and be up and running pretty quickly.
  4. 1. many companies charge for student versions. Not all, but many do, and at a reduced rate. 2. many companies change their UI or rework icons to reflect changes in the industry or to refresh their product. Apple, Microsoft, Adobe, SideFX, Blackmagic, Autodesk and even the beloved Blender have changed their UIs at some point in their existence to refresh their product. It's a simple fact of life that most of us that have been around the industry more than 5 years would recognize. Subsequently, Command-C still works to find commands in C4D. That hasn't changed. Also, if you tried really really really hard, you'd find tutorials that explain the changes that happened into R25. Lastly, any person with any sort of analytical ability will be able to find where the changes in the UI were made and where the new icons rest. Grasping at straws when you don't need to... This is a fruitless conversation.
  5. I think they said it was due to a recent Microsoft update to WebView2, which is what Maxon uses to deliver info into the Quick Start Dialog box.
  6. https://support.maxon.net/hc/en-us/articles/6882551185820-Cinema-4D-2023-1-2-December-7-2022-Cinema-4D-2023-1-3-December-14-2022 Cinema 4D 2023.1.3 hotfix Fixed an issue with the Quick Start dialog showing a "file not found" message on Windows.
  7. can you add an animated displacer with a ramp fall off on an object then use either the RS matrix (or octane scatter) to scatter the animated object? could bake it as an alembic first to bake the animation in.
  8. just canceled my subscription here. It was fun and got good tips here. Thanks all.
  9. A couple questions about Cineversity... how often is content updated? It appears some of it are links from the Maxon Team's youtube channel. Second question, will there ever be a way to sign up for news feeds regarding content updates to cineversity? Both questions go hand in hand really. If the site gets updated frequently enough, it could warrant allowing some sort of weekly/bi-weekly email blast. It would be preferable if it were able to be filtered for signing up for content pertinent to the individual. I could care less about Red Giant so signing up for content updates on C4D, Redshift and Zbrush would work for me.
  10. yes I know. It was meant as a joke with the 5 or so emails sent over the last 3 months with long winded paragraphs about the changes
  11. Hah... I welcome Blender users to Insydium's confusing maintenance/subscription emails. I just got another one
  12. Have to see the legalities of it. Where is it pulling photos (or stock textures from sites like Megascans and so)? Unlicensed.
  13. He's using an XPDeformer and delay. ( think I got the right time stamp where you can at at least see what's under the SDS)
  14. If I remember correctly, it's a single dev? Also, Otoy still needs to make a specific branch of Blender just for Octane, so it's more of a process. I'm not sure if it's the licensing or the architecture itself that lead to that. I think it still requires a "Blender Octane Edition" install and the OctaneServer running in the background. I think the Redshift port is still having issues too. I'm just guessing that if Octane, Redshift, Vray and Arnold run fine in all other DCCs it's probably blender that is the issue. That being said, I thought I read somewhere they were still wanting to make Octane a plugin for Blender and not this hack but it probably can't happen until maybe licensing or the blender developers change their current course.
  15. Question is will they yield to pressure to make a lower-cost version for Blender and honestly, why should they? There's enough pandering going on. 🙂 It will be interesting to see the community as a whole cringe with they see a $300 (guessing) annual subscription for a particle plugin for their free software.
  16. Insydium posted on IG their dev team is bringing Nexus to Maya, Max and that other one in 2023...
  17. - you could render them off as a separate take which would then give you a matte. - You can also try adding a redshift object tag to the cloners then add a Puzzle Matte AOV in the AOV Manager and have it use Object ID - Or you can just add an Emission AOV.
  18. Depending on the shot as well as time constraints regarding re-rendering, you can hack it in AE. For instance, in your shot you could just draw a rectangular masks on the ball on the areas where it should be on the other side of the wall. It will mask out the other parts of the ball (or you could invert these masks if need be). This will give the illusion the ball is behind the wall and seen through the windows. Another hack would be to work on the wall itself. Create a dupe of the wall layer and put it over the other layers. Use rectangular masks to cut out holes where the windows would be. This would allows the objects to appear behind the wall through seen through the windows. You would then need a larger rectangle mask on that top wall larger to bring back the wall over the front.. below, the the mask 5 is in Add mode to bring back the wall over the objects with masks 1-4 as the cutouts to see the objects behind the wall. I've had to use both methods for some straight compositing jobs. using the wall in front with masks for instance is good if the objects behind the wall happen to be moving.
  19. you may need to check your color management settings. color shifts in picture view vs render view are typically color management issues. You can change the view transform in Picture Viewer if it helps:
  20. One other thing I realized that may have been tripping me up about the move tool and the "Keep Neighbor Components" checked is the move tool switches between the normal move attributes and the UV Edit move tool attributes when you go between the viewport and the UV Editor, unless you specifically toggle the button UV Mode:
  21. just an update. Here's what I was talking about regarding the Unwrap just not understanding sometimes. I was trying to redo some of the UVs. Granted, this geo is a rectangle that had a circle boolean which was applied (current state>object) and I didn't add supporting edges coming from it afterwards. You can actually see issues with the geo on the left size of the circle. So maybe unwrap is having problems with the geo. (Unwrapissues1.mkv) I went through and added some knife cuts above and below the boolean then ran some edges from various points on the circle to the edges of the knife cuts just to give it something. I then tried the same thing, selecting edges and unwrapping but it appears the same issue is happening although this time there's another error. I don't see my border edges anymore (still the same scene with the same View UV Seams turned on). (BorderEdgesMissing.mkv) Besides not being able to see the border edges on that mesh now, I also can't seem to select the individual UV islands by double clicking. If I double click it selects all of the islands. If I go to another mesh and try to double click to select an island it works. (UV Islands.mkv) EDIT: It looks like the video positions are reversed below. Also forgive the capture. I was using OBS and it wouldn't take the whole screen for some reason at first. Free software! 547072174_UVIslands.mkv BorderEdgesMissing.mkv UnwrapIssues1.mkv
  22. you won't find many related to C4D's motion graphics capabilities. Most seemingly discuss concept art, hard surface modeling of sci fi stuff, geometry node forays (akin to Houdini), and generic modeling. Ducky3D and smeaf may be the closest thing you'll find to motion graphics tutorials for blender. Not sure they're at the same level as many of the artists picked on the 3D Motion Show broadcasts though. Just my opinion.
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